﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

using YEngineLib;
using YEngineLib.State;
using YEngineLib.Graphics;
using YEngineLib.Time;
using YEngineLib.Util;

namespace YEngineLib
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class YGame : Microsoft.Xna.Framework.Game
    {
        public GraphicsDeviceManager graphics;
        public SpriteBatch spriteBatch;

        public YGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            YEngine.Initialize(this, this.graphics);



#if DEBUG
            //  Add FPS Counter Component
            Viewport v = GraphicsDevice.Viewport;
            Vector2 bottomRight = new Vector2(v.Width - 125, v.Height - 32);

            Components.Add(new YFPSCounter(this, bottomRight));
            
#endif

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            YEngine.Update(gameTime);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            YEngine.Draw(gameTime);

            base.Draw(gameTime);
        }

        //protected override void OnActivated(object sender, EventArgs args)
        //{
        //    base.OnActivated(sender, args);
        //}

        //protected override void OnExiting(object sender, EventArgs args)
        //{
        //    base.OnExiting(sender, args);
        //}
    }
}
